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Talveria is the name of the larger of two continents in this world, it is high in a substance known as "Ichor", this substance is used to cast various sorceries. Many sophont species are native to Talveria, from the horned, marsupial Arvog, to the fish-like Jeth'Vul, to its own population of humans. Strange beasts known as "Wyrms" also roam these lands, created by the five Wyrmgods for unknown purposes. In order of Awakening, the Wyrmgods are Iovien, Wyrmgod of Control, Wyrvask, Wyrmgod of Balance, Vengosa, Wyrmgod of Darkness, Asmorium, Wyrmgod of Knowledge, and Draalskot, Wyrmgod of Disaster.
Ichor is naturally produced by certain species and will form in areas high in ambient sorcery, though it is not yet understood why Talveria is so much higher in Ichor than Vaskor, or what kind of connection it has with the Wyrmgods. It is possible for sophonts who do not produce Ichor to wield sorcery by ingesting it, though it is extremely dangerous; too much Ichor in the body of a species that hasn't evolved to endure its presence will very likely cause its major functions to shut down. While the resulting sorcery is typically less powerful, an object that has been carved from a piece of bone or carapace from a sorcerous beast can be used to relatively safely practice sorcery once an Ichor crystal has been implanted into it, sorcery is then channeled through the focus instead of the caster. In terms of what can be done with sorcery, there are very few limits, though one must have very clear focus if of a non-innately sorcerous species. The absence of such can lead to disastrous consequences, even while attempting to wield non-destructive sorcery.
It is not known where the name "Talveria" first emerged, it was spread across the continent very early in its history and even now, there are no clear leads to where it originated. According to ancient material, "Talv" is what Ichor used to be called, and "eria" was a suffix commonly used in region names, so "Talveria" ends up meaning "Land of Ichor".
When Wyrms were first created, they wreaked havoc upon Talveria's ecosystem, though the awakening of Wyrvask has brought them into equilibrium with Talveria's native beasts, now the majority of Wyrms have fully integrated with Talveria. The Wyrmkillers' Societies were initially founded to combat the Wyrmish threat, in the current day they primarily take down problem Wyrms, establish relations with sophont Wyrms, and work on research regarding them. They'll also hunt down non-Wyrmish beasts that are causing issues if they are too dangerous for normal hunters to take down.
I created Talveria back in 2018, it was significantly different back then. There were no Wyrms, instead of the various sophont species I created later on, it had orcs and halflings and such. Its Monster Hunter influence was much more blatant, though I put nowhere near as much detail into its ecology. A small detail about the Wyrmgods that I didn't know where to put is that some of their mortal worshipers do not exclusively refer to them with "it" pronouns. Iovien is referred to as "she" in certain regions, Wyrvask is sometimes referred to with "he" or "she" depending on the worshiper, Vengosa is also referred to as "they", Asmorium is commonly referred to as "she", and Draalskot is referred to as "he" by most of its worshipers.